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<main>
<article id="content">
<header>
<h1 class="title">Module <code>pyboy.plugins.game_wrapper_tetris</code></h1>
</header>
<section id="section-intro">
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">#
# License: See LICENSE file
# GitHub: https://github.com/Baekalfen/PyBoy
#
__pdoc__ = {
   &#39;GameWrapperTetris.cartridge_title&#39;: False,
   &#39;GameWrapperTetris.post_tick&#39;: False,
}

import logging
from array import array

import numpy as np
from pyboy.utils import WindowEvent

from .base_plugin import PyBoyGameWrapper

logger = logging.getLogger(__name__)

try:
    from cython import compiled
    cythonmode = compiled
except ImportError:
    cythonmode = False

class GameWrapperTetris(PyBoyGameWrapper):
    &#34;&#34;&#34;
    This class wraps Tetris, and provides easy access to score, lines, level and a &#34;fitness&#34; score for AIs.

    If you call `print` on an instance of this object, it will show an overview of everything this object provides.
    &#34;&#34;&#34;
    cartridge_title = &#34;TETRIS&#34;

    def __init__(self, *args, **kwargs):
        self.shape = (10, 18)
        &#34;&#34;&#34;The shape of the game area&#34;&#34;&#34;
        self.score = 0
        &#34;&#34;&#34;The score provided by the game&#34;&#34;&#34;
        self.level = 0
        &#34;&#34;&#34;The current level&#34;&#34;&#34;
        self.lines = 0
        &#34;&#34;&#34;The number of cleared lines&#34;&#34;&#34;
        self.fitness = 0
        &#34;&#34;&#34;
        A built-in fitness scoring. The scoring is equals to `score`.

        .. math::
            fitness = score
        &#34;&#34;&#34;
        super().__init__(*args, **kwargs)


        ROWS, COLS = self.shape
        self._cached_game_area_tiles_raw = array(&#39;B&#39;, [0xFF] * (ROWS*COLS*4))

        if cythonmode:
            self._cached_game_area_tiles = memoryview(self._cached_game_area_tiles_raw).cast(&#39;I&#39;, shape=(ROWS, COLS))
        else:
            v = memoryview(self._cached_game_area_tiles_raw).cast(&#39;I&#39;)
            self._cached_game_area_tiles = [v[i:i+COLS] for i in range(0, COLS*ROWS, COLS)]

    def game_area_tiles(self):
        if self._tile_cache_invalid:
            self._cached_game_area_tiles = np.asarray(self.tilemap_background[2:12, :18], dtype=np.uint32)
            self._tile_cache_invalid = False
        return self._cached_game_area_tiles

    def post_tick(self):
        self._tile_cache_invalid = True
        self._sprite_cache_invalid = True

        blank = 47
        self.tilemap_background.refresh_lcdc()
        self.score = self._sum_number_on_screen(13, 3, 6, blank, 0)
        self.level = self._sum_number_on_screen(14, 7, 4, blank, 0)
        self.lines = self._sum_number_on_screen(14, 10, 4, blank, 0)

        if self.game_has_started:
            self.fitness = self.score

    def start_game(self):
        &#34;&#34;&#34;
        Call this function right after initializing PyBoy. This will navigate through menus to start the game at the
        first playable state.

        The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game
        instantly.
        &#34;&#34;&#34;
        if not self.pyboy.frame_count == 0:
            logger.warning(&#39;Calling start_game from an already running game. This might not work.&#39;)

        # Boot screen
        while True:
            self.pyboy.tick()
            self.tilemap_background.refresh_lcdc()
            if self.tilemap_background[2:9, 14] == [89, 25, 21, 10, 34, 14, 27]: # &#39;1PLAYER&#39; on the first screen
                break

        # Start game. Just press Start when the game allows us.
        for _ in range(3):
            self.pyboy.send_input(WindowEvent.PRESS_BUTTON_START)
            self.pyboy.tick()
            self.pyboy.send_input(WindowEvent.RELEASE_BUTTON_START)

            for _ in range(6):
                self.pyboy.tick()

        self.game_has_started = True

        self.saved_state.seek(0)
        self.pyboy.save_state(self.saved_state)

    def reset_game(self):
        &#34;&#34;&#34;
        After calling `start_game`, you can call this method at any time to reset the game.
        &#34;&#34;&#34;
        self.saved_state.seek(0)
        self.pyboy.load_state(self.saved_state)
        self.post_tick()

    def _game_area_np(self):
        return np.asarray(self.game_area())

    def game_area(self):
        &#34;&#34;&#34;
        Use this method to get a matrix of the &#34;game area&#34; of the screen. This view is simplified to be perfect for
        machine learning applications.

        In Tetris, this is only the part of the screen where the &#34;tetrominoes&#34; are placed.
        The score, lines cleared, and level can be found in the variables of this class.

        ```text
             0   1   2   3   4   5   6   7   8   9
        ____________________________________________
        0  | 47  47  47  47  47  47  47  47  47  47
        1  | 47  47  47  47  47  47  47  47  47  47
        2  | 47  47  47  47  47  47  47  132 132 132
        3  | 47  47  47  47  47  47  47  132 47  47
        4  | 47  47  47  47  47  47  47  47  47  47
        5  | 47  47  47  47  47  47  47  47  47  47
        6  | 47  47  47  47  47  47  47  47  47  47
        7  | 47  47  47  47  47  47  47  47  47  47
        8  | 47  47  47  47  47  47  47  47  47  47
        9  | 47  47  47  47  47  47  47  47  47  47
        10 | 47  47  47  47  47  47  47  47  47  47
        11 | 47  47  47  47  47  47  47  47  47  47
        12 | 47  47  47  47  47  47  47  47  47  47
        13 | 47  47  47  47  47  47  47  47  47  47
        14 | 47  47  47  47  47  47  47  47  47  47
        15 | 47  47  47  47  47  47  47  47  47  47
        16 | 47  47  47  47  47  47  47  47  47  47
        17 | 47  47  47  47  47  47  138 139 139 143
        ```

        Returns
        -------
        memoryview:
            Simplified 2-dimensional memoryview of the screen
        &#34;&#34;&#34;
        tiles_matrix = self.game_area_tiles()
        sprites = self.sprites_on_screen()
        for s in sprites:
            if s.x &lt; 12*8:
                tiles_matrix[s.y//8][s.x//8-2] = s.tile_identifier
        return tiles_matrix

    def __repr__(self):
        adjust = 4
        return_data = (
                f&#34;Tetris:\n&#34; +
                f&#34;Score: {self.score}\n&#34; +
                f&#34;Level: {self.level}\n&#34; +
                f&#34;Lines: {self.lines}\n&#34; +
                f&#34;Fitness: {self.fitness}\n&#34; +
                &#34;Sprites on screen:\n&#34; +
                &#34;\n&#34;.join([str(s) for s in self.sprites_on_screen()]) +
                &#34;\n&#34; +
                &#34;Tiles on screen:\n&#34; +
                &#34; &#34;*5 + &#34;&#34;.join([f&#34;{i: &lt;4}&#34; for i in range(10)]) + &#34;\n&#34; +
                &#34;_&#34;*(adjust*10+4) +
                &#34;\n&#34; +
                &#34;\n&#34;.join(
                    [
                        f&#34;{i: &lt;3}| &#34; + &#34;&#34;.join([str(tile).ljust(adjust) for tile in line])
                        for i, line in enumerate(self._game_area_np())
                    ]
                )
            )
        return return_data</code></pre>
</details>
</section>
<section>
</section>
<section>
</section>
<section>
</section>
<section>
<h2 class="section-title" id="header-classes">Classes</h2>
<dl>
<dt id="pyboy.plugins.game_wrapper_tetris.GameWrapperTetris"><code class="flex name class">
<span>class <span class="ident">GameWrapperTetris</span></span>
<span>(</span><span>*args, **kwargs)</span>
</code></dt>
<dd>
<section class="desc"><p>This class wraps Tetris, and provides easy access to score, lines, level and a "fitness" score for AIs.</p>
<p>If you call <code>print</code> on an instance of this object, it will show an overview of everything this object provides.</p></section>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">class GameWrapperTetris(PyBoyGameWrapper):
    &#34;&#34;&#34;
    This class wraps Tetris, and provides easy access to score, lines, level and a &#34;fitness&#34; score for AIs.

    If you call `print` on an instance of this object, it will show an overview of everything this object provides.
    &#34;&#34;&#34;
    cartridge_title = &#34;TETRIS&#34;

    def __init__(self, *args, **kwargs):
        self.shape = (10, 18)
        &#34;&#34;&#34;The shape of the game area&#34;&#34;&#34;
        self.score = 0
        &#34;&#34;&#34;The score provided by the game&#34;&#34;&#34;
        self.level = 0
        &#34;&#34;&#34;The current level&#34;&#34;&#34;
        self.lines = 0
        &#34;&#34;&#34;The number of cleared lines&#34;&#34;&#34;
        self.fitness = 0
        &#34;&#34;&#34;
        A built-in fitness scoring. The scoring is equals to `score`.

        .. math::
            fitness = score
        &#34;&#34;&#34;
        super().__init__(*args, **kwargs)


        ROWS, COLS = self.shape
        self._cached_game_area_tiles_raw = array(&#39;B&#39;, [0xFF] * (ROWS*COLS*4))

        if cythonmode:
            self._cached_game_area_tiles = memoryview(self._cached_game_area_tiles_raw).cast(&#39;I&#39;, shape=(ROWS, COLS))
        else:
            v = memoryview(self._cached_game_area_tiles_raw).cast(&#39;I&#39;)
            self._cached_game_area_tiles = [v[i:i+COLS] for i in range(0, COLS*ROWS, COLS)]

    def game_area_tiles(self):
        if self._tile_cache_invalid:
            self._cached_game_area_tiles = np.asarray(self.tilemap_background[2:12, :18], dtype=np.uint32)
            self._tile_cache_invalid = False
        return self._cached_game_area_tiles

    def post_tick(self):
        self._tile_cache_invalid = True
        self._sprite_cache_invalid = True

        blank = 47
        self.tilemap_background.refresh_lcdc()
        self.score = self._sum_number_on_screen(13, 3, 6, blank, 0)
        self.level = self._sum_number_on_screen(14, 7, 4, blank, 0)
        self.lines = self._sum_number_on_screen(14, 10, 4, blank, 0)

        if self.game_has_started:
            self.fitness = self.score

    def start_game(self):
        &#34;&#34;&#34;
        Call this function right after initializing PyBoy. This will navigate through menus to start the game at the
        first playable state.

        The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game
        instantly.
        &#34;&#34;&#34;
        if not self.pyboy.frame_count == 0:
            logger.warning(&#39;Calling start_game from an already running game. This might not work.&#39;)

        # Boot screen
        while True:
            self.pyboy.tick()
            self.tilemap_background.refresh_lcdc()
            if self.tilemap_background[2:9, 14] == [89, 25, 21, 10, 34, 14, 27]: # &#39;1PLAYER&#39; on the first screen
                break

        # Start game. Just press Start when the game allows us.
        for _ in range(3):
            self.pyboy.send_input(WindowEvent.PRESS_BUTTON_START)
            self.pyboy.tick()
            self.pyboy.send_input(WindowEvent.RELEASE_BUTTON_START)

            for _ in range(6):
                self.pyboy.tick()

        self.game_has_started = True

        self.saved_state.seek(0)
        self.pyboy.save_state(self.saved_state)

    def reset_game(self):
        &#34;&#34;&#34;
        After calling `start_game`, you can call this method at any time to reset the game.
        &#34;&#34;&#34;
        self.saved_state.seek(0)
        self.pyboy.load_state(self.saved_state)
        self.post_tick()

    def _game_area_np(self):
        return np.asarray(self.game_area())

    def game_area(self):
        &#34;&#34;&#34;
        Use this method to get a matrix of the &#34;game area&#34; of the screen. This view is simplified to be perfect for
        machine learning applications.

        In Tetris, this is only the part of the screen where the &#34;tetrominoes&#34; are placed.
        The score, lines cleared, and level can be found in the variables of this class.

        ```text
             0   1   2   3   4   5   6   7   8   9
        ____________________________________________
        0  | 47  47  47  47  47  47  47  47  47  47
        1  | 47  47  47  47  47  47  47  47  47  47
        2  | 47  47  47  47  47  47  47  132 132 132
        3  | 47  47  47  47  47  47  47  132 47  47
        4  | 47  47  47  47  47  47  47  47  47  47
        5  | 47  47  47  47  47  47  47  47  47  47
        6  | 47  47  47  47  47  47  47  47  47  47
        7  | 47  47  47  47  47  47  47  47  47  47
        8  | 47  47  47  47  47  47  47  47  47  47
        9  | 47  47  47  47  47  47  47  47  47  47
        10 | 47  47  47  47  47  47  47  47  47  47
        11 | 47  47  47  47  47  47  47  47  47  47
        12 | 47  47  47  47  47  47  47  47  47  47
        13 | 47  47  47  47  47  47  47  47  47  47
        14 | 47  47  47  47  47  47  47  47  47  47
        15 | 47  47  47  47  47  47  47  47  47  47
        16 | 47  47  47  47  47  47  47  47  47  47
        17 | 47  47  47  47  47  47  138 139 139 143
        ```

        Returns
        -------
        memoryview:
            Simplified 2-dimensional memoryview of the screen
        &#34;&#34;&#34;
        tiles_matrix = self.game_area_tiles()
        sprites = self.sprites_on_screen()
        for s in sprites:
            if s.x &lt; 12*8:
                tiles_matrix[s.y//8][s.x//8-2] = s.tile_identifier
        return tiles_matrix

    def __repr__(self):
        adjust = 4
        return_data = (
                f&#34;Tetris:\n&#34; +
                f&#34;Score: {self.score}\n&#34; +
                f&#34;Level: {self.level}\n&#34; +
                f&#34;Lines: {self.lines}\n&#34; +
                f&#34;Fitness: {self.fitness}\n&#34; +
                &#34;Sprites on screen:\n&#34; +
                &#34;\n&#34;.join([str(s) for s in self.sprites_on_screen()]) +
                &#34;\n&#34; +
                &#34;Tiles on screen:\n&#34; +
                &#34; &#34;*5 + &#34;&#34;.join([f&#34;{i: &lt;4}&#34; for i in range(10)]) + &#34;\n&#34; +
                &#34;_&#34;*(adjust*10+4) +
                &#34;\n&#34; +
                &#34;\n&#34;.join(
                    [
                        f&#34;{i: &lt;3}| &#34; + &#34;&#34;.join([str(tile).ljust(adjust) for tile in line])
                        for i, line in enumerate(self._game_area_np())
                    ]
                )
            )
        return return_data</code></pre>
</details>
<h3>Ancestors</h3>
<ul class="hlist">
<li><a title="pyboy.plugins.base_plugin.PyBoyGameWrapper" href="base_plugin.html#pyboy.plugins.base_plugin.PyBoyGameWrapper">PyBoyGameWrapper</a></li>
<li>pyboy.plugins.base_plugin.PyBoyPlugin</li>
</ul>
<h3>Instance variables</h3>
<dl>
<dt id="pyboy.plugins.game_wrapper_tetris.GameWrapperTetris.shape"><code class="name">var <span class="ident">shape</span></code></dt>
<dd>
<section class="desc"><p>The shape of the game area</p></section>
</dd>
<dt id="pyboy.plugins.game_wrapper_tetris.GameWrapperTetris.score"><code class="name">var <span class="ident">score</span></code></dt>
<dd>
<section class="desc"><p>The score provided by the game</p></section>
</dd>
<dt id="pyboy.plugins.game_wrapper_tetris.GameWrapperTetris.level"><code class="name">var <span class="ident">level</span></code></dt>
<dd>
<section class="desc"><p>The current level</p></section>
</dd>
<dt id="pyboy.plugins.game_wrapper_tetris.GameWrapperTetris.lines"><code class="name">var <span class="ident">lines</span></code></dt>
<dd>
<section class="desc"><p>The number of cleared lines</p></section>
</dd>
<dt id="pyboy.plugins.game_wrapper_tetris.GameWrapperTetris.fitness"><code class="name">var <span class="ident">fitness</span></code></dt>
<dd>
<section class="desc"><p>A built-in fitness scoring. The scoring is equals to <code>score</code>.</p>
<p><span><span class="MathJax_Preview"> fitness = score </span><script type="math/tex; mode=display"> fitness = score </script></span></p></section>
</dd>
</dl>
<h3>Methods</h3>
<dl>
<dt id="pyboy.plugins.game_wrapper_tetris.GameWrapperTetris.game_area_tiles"><code class="name flex">
<span>def <span class="ident">game_area_tiles</span></span>(<span>self)</span>
</code></dt>
<dd>
<section class="desc"></section>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def game_area_tiles(self):
    if self._tile_cache_invalid:
        self._cached_game_area_tiles = np.asarray(self.tilemap_background[2:12, :18], dtype=np.uint32)
        self._tile_cache_invalid = False
    return self._cached_game_area_tiles</code></pre>
</details>
</dd>
<dt id="pyboy.plugins.game_wrapper_tetris.GameWrapperTetris.game_area"><code class="name flex">
<span>def <span class="ident">game_area</span></span>(<span>self)</span>
</code></dt>
<dd>
<section class="desc"><p>Use this method to get a matrix of the "game area" of the screen. This view is simplified to be perfect for
machine learning applications.</p>
<p>In Tetris, this is only the part of the screen where the "tetrominoes" are placed.
The score, lines cleared, and level can be found in the variables of this class.</p>
<pre><code class="text">     0   1   2   3   4   5   6   7   8   9
____________________________________________
0  | 47  47  47  47  47  47  47  47  47  47
1  | 47  47  47  47  47  47  47  47  47  47
2  | 47  47  47  47  47  47  47  132 132 132
3  | 47  47  47  47  47  47  47  132 47  47
4  | 47  47  47  47  47  47  47  47  47  47
5  | 47  47  47  47  47  47  47  47  47  47
6  | 47  47  47  47  47  47  47  47  47  47
7  | 47  47  47  47  47  47  47  47  47  47
8  | 47  47  47  47  47  47  47  47  47  47
9  | 47  47  47  47  47  47  47  47  47  47
10 | 47  47  47  47  47  47  47  47  47  47
11 | 47  47  47  47  47  47  47  47  47  47
12 | 47  47  47  47  47  47  47  47  47  47
13 | 47  47  47  47  47  47  47  47  47  47
14 | 47  47  47  47  47  47  47  47  47  47
15 | 47  47  47  47  47  47  47  47  47  47
16 | 47  47  47  47  47  47  47  47  47  47
17 | 47  47  47  47  47  47  138 139 139 143
</code></pre>
<h2 id="returns">Returns</h2>
<dl>
<dt><code>memoryview</code>:</dt>
<dd>Simplified 2-dimensional memoryview of the screen</dd>
</dl></section>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def game_area(self):
    &#34;&#34;&#34;
    Use this method to get a matrix of the &#34;game area&#34; of the screen. This view is simplified to be perfect for
    machine learning applications.

    In Tetris, this is only the part of the screen where the &#34;tetrominoes&#34; are placed.
    The score, lines cleared, and level can be found in the variables of this class.

    ```text
         0   1   2   3   4   5   6   7   8   9
    ____________________________________________
    0  | 47  47  47  47  47  47  47  47  47  47
    1  | 47  47  47  47  47  47  47  47  47  47
    2  | 47  47  47  47  47  47  47  132 132 132
    3  | 47  47  47  47  47  47  47  132 47  47
    4  | 47  47  47  47  47  47  47  47  47  47
    5  | 47  47  47  47  47  47  47  47  47  47
    6  | 47  47  47  47  47  47  47  47  47  47
    7  | 47  47  47  47  47  47  47  47  47  47
    8  | 47  47  47  47  47  47  47  47  47  47
    9  | 47  47  47  47  47  47  47  47  47  47
    10 | 47  47  47  47  47  47  47  47  47  47
    11 | 47  47  47  47  47  47  47  47  47  47
    12 | 47  47  47  47  47  47  47  47  47  47
    13 | 47  47  47  47  47  47  47  47  47  47
    14 | 47  47  47  47  47  47  47  47  47  47
    15 | 47  47  47  47  47  47  47  47  47  47
    16 | 47  47  47  47  47  47  47  47  47  47
    17 | 47  47  47  47  47  47  138 139 139 143
    ```

    Returns
    -------
    memoryview:
        Simplified 2-dimensional memoryview of the screen
    &#34;&#34;&#34;
    tiles_matrix = self.game_area_tiles()
    sprites = self.sprites_on_screen()
    for s in sprites:
        if s.x &lt; 12*8:
            tiles_matrix[s.y//8][s.x//8-2] = s.tile_identifier
    return tiles_matrix</code></pre>
</details>
</dd>
</dl>
<h3>Inherited members</h3>
<ul class="hlist">
<li><code><b><a title="pyboy.plugins.base_plugin.PyBoyGameWrapper" href="base_plugin.html#pyboy.plugins.base_plugin.PyBoyGameWrapper">PyBoyGameWrapper</a></b></code>:
<ul class="hlist">
<li><code><a title="pyboy.plugins.base_plugin.PyBoyGameWrapper.reset_game" href="base_plugin.html#pyboy.plugins.base_plugin.PyBoyGameWrapper.reset_game">reset_game</a></code></li>
<li><code><a title="pyboy.plugins.base_plugin.PyBoyGameWrapper.start_game" href="base_plugin.html#pyboy.plugins.base_plugin.PyBoyGameWrapper.start_game">start_game</a></code></li>
</ul>
</li>
</ul>
</dd>
</dl>
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<h4><code><a title="pyboy.plugins.game_wrapper_tetris.GameWrapperTetris" href="#pyboy.plugins.game_wrapper_tetris.GameWrapperTetris">GameWrapperTetris</a></code></h4>
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<li><code><a title="pyboy.plugins.game_wrapper_tetris.GameWrapperTetris.game_area_tiles" href="#pyboy.plugins.game_wrapper_tetris.GameWrapperTetris.game_area_tiles">game_area_tiles</a></code></li>
<li><code><a title="pyboy.plugins.game_wrapper_tetris.GameWrapperTetris.game_area" href="#pyboy.plugins.game_wrapper_tetris.GameWrapperTetris.game_area">game_area</a></code></li>
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